It can be a little tight, but they’re fairly practical.
Also, based off of these combos, would it be agreed that his meter is best saved for pressure/punish situations? Like the staff blockstring and groundspark knockdown.
It can be a little tight, but they’re fairly practical.
Also, based off of these combos, would it be agreed that his meter is best saved for pressure/punish situations? Like the staff blockstring and groundspark knockdown.
Question for you guys. Do you have Release check off? I tried it and just didn’t understand it so I turned it back on. Also anyone change up their controls? I changed mine on the fight stick. I basically flipped r1 and L1 with r2 and L2. So now I have meter burn right next to my med hit up top. Works much better
I usually only use meter burn when I know that after escrima fury I want to follow up with a wall bounce. Or when I do db2 when someone is shooting at me so I can knock them down and close in
I do have it off because I despise Negative Edge.
Depends on the Matchup.
Alright double post but after working around with the combos some, the main one that is the most important is that first combo. The one meterless corner combo is good but we have one that’s -1% in damage (even if used after a jump in) and that’s less likely to drop.
f213 xx df2, j3, 112, f213 xx df2, j3 xx j.db1
That one is a bit less finicky and gives you a bit more of a breather.
That first one though would be nice to get down because that’d be a nice boon to our midscreen damage. I’m having a lot of trouble landing it, I’ll keep at it though.
I guess I just don’t understand why release check is so important
Do you know what Negative Edge is?
Yeah kind of lol. I know it has to do with holding a button down and releasing it and that counts as a button press. But I’ve never really messed with it
Well that’s the basics of it but I’ll explain in more detail.
When doing a special move, you have your stick/analog input and your button input. When doing the button input you can get it on the press but it will also register an input on the release of the button, hence “Release Check”. If you turn it off, it doesn’t check if you released the button for that type of input.
For some characters, having Release Check/Negative Edge can make life easier as it allows for quick inputs without the need for really fast double taps. For example, Fei-Long in SF4. He relies a lot on cr.LP xx LP Rekka, which is really hard to do as a double tap. With Negative Edge, not so bad.
HOWEVER, this can be a nightmare for other characters who have moves with one analog input having multiple button inputs for different moves. Let’s take Nightwing for example. In Escrima stance, the Down-Back/QCB input is home to ALL THREE buttons. DB1/QCB1 for Scatter Bombs. DB2/QCB2 for Ground Spark. DB3/QCB3 for Flip Kick. Thus if you release a button at the wrong time, it will take priority over a later button press and possibly get you the wrong move. Adding a further example, his main punish string in Escrima is f213. Now, if he has meter, the most damaging thing he can do midscreen without switching to Staff would be to cancel that into MB Flip Kick. However with Release Check on, one wrong input could mean getting Ground Spark into half the damage, or god forbid, Scatter Bombs.
Having Negative Edge could also cause accidental specials to come out even more than usual. Imagine just doing d1’s to poke and accidentally getting specials to come out because your inputs weren’t perfectly crisp.
Long story short, for some characters it doesn’t hurt and helps to have Negative Edge. For others (Nightwing included) it wouldn’t be wise.
Wow great explanation man. I’ll mess with it some more. Maybe it’ll help me be more consistent with some of these combos
thanks for all the nice feedback folks, I agree the most useful combos are the first 2 midscreen, I’d mostly go for the second one if the opponent is not likely to end up in or near the corner but thanks to escrima fury x 2 in his bnb they WILL end up in the corner alot but yeah I’d rather go for the 39% and not risk a drop. If you start a combo near or in the corner just go HAM. Also a little heads up I’ll be working on a new more “flashy” and “unpractical” combo vid, the motto is use ALL the meter and ALL the interactables…hope the combos I have in mind work out the way I think, but yeah I’ll keep you guys posted for sure.
Well the reason I only pointed out the first midscreen one is because the second one has a variation that’s like 1% less and is a lot more consistent (not as good with corner carry though).
f213 xx df2, f3, j2, j3 xx j.db1
That first one though is the one you put that augments our damage the most. Is that ender only possible when you push to to the corner? Because I cannot get the last j3 to land at all.
actually I’m not too sure because I don’t try these combos on the whole cast I just do them on a big and a normal size character if it works on both great, if not (or needs some adjustment, usually for the “small” character) I try to figure it out…I’ll try some other variations on that one later I was in the lab for like 4 hours and I found some new stuff, 48% 1 meter in the corner, 44-45% (depends if all 3 wing dings hit) mid screen, the midscreen one is kinda strict on the timing though, or maybe I’m just too tired…also got a staff combo for 45% 1 meter in the corner, gotta see what’s possible midscreen, I’ll make a vid tomorrow i think, peace
Just uploaded a Nightwing combo video. Some of the combos are very situational, just to get an idea of how Nightwing can use some of the interactables. Other than that there are also escrima, staff, some anti-air, and hybrid combos. Hope you like it.
http://www.youtube.com/watch?v=iHwa1FFLJ2s&feature=youtu.be
Yo Saitsu…I think I found the optimal midscreen combo now, 40% meterless works on Joker & Lex Luther for sure (like I said I don’t test them on the whole cast too lazy for that lol)
It’s basically the second combo from my video, but I found out you can just SLIGHTLY delay the wing dings and they’ll all hit for a total of 40%, I’ll show that in my new vid
But yeah after a final 3 hours lab work I think I found all of his shit…when it’s uploaded I’ll post it here, I think ya’ll will like it peace
Alright, I’ll work on it in a bit. Have to finish up a couple of things.
haha the combo at 0:15 is godlike, and actually not that impossible to land in a match you just have to get them in a combo at around midscreen
Yep, I just got it down now. 36% Meterless without a jump in. That’s the optimal stuff midscreen without pushing to the corner, and it’s surprisingly not that hard.
Good job.
Hey I just found something out. If you’re in the corner with Nightwing and you hit your opponent with an Ex Staff Spin, you can combo after it. I’ll upload a video of it tomorrow. There are many variations of it but a few examples are:
qcb 3(meter burn), cr1, cr1, 1, qcb 3 <- (29%)
qcb 3(meter burn), cr1, qcb 2(meter burn), 1, f1, bf(<- ->) 3 < - (35%)
not sure what notation would be for the back forward input for his Flying Grayson
The timing is pretty strict so I wouldn’t even hope of landing it online, but it’s another option Nightwing has.
Already noted in my combo portion and in the part of the guide I talk about MB Staff Spin.
Feel free to attempt to optimize what we get off of it though.
EDIT: Alright, an update. I updated the OPs a bit more, feel free to browse around a little. I updated the optimal End in Escrima midscreen and corner combos.
The main thing we need to work on right now is upping the damage in our End in Staff combos. Especially since it’s pretty much our main stance. Let’s see if we can optimize them a bit more.